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Integration of games in English language software 
 
In its most limited form, the game playing element is conveyed through the feedback that is displayed during (or at the conclusion of) exercises. A typical example is where, with each successful step completed, an image is gradually displayed or an animation progresses. This is a sort of variation of the well known "hangman" game. In this case, however, the connotations related to the learner's performance are positive rather than negative, i.e. instead of penalising failure, the game rewards success. 

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Lexia Phonics Based Reading (Lexia Systems):
the learner listens to the target word and drags and drops the chosen letter into the gap. With each word successfully completed, an element is added to the castle illustration: this hangman-style progressive feedback heightens the game element.

In the example above, the learner's focus of attention alternates between the language exercise and the game element. However, in most cases game playing is an intrinsic part of the interaction itself. Many programs adopt game formats that are familiar to children, like jigsaw and crossword puzzles, colouring, joining the dots, treasure hunts, etc.

Tell Me More Kids (Auralog):
Pairing exercise presented as a join-the-dots game.

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In some cases the activity takes the form of a fully fledged video game, requiring not only language competence but also manual dexterity and fast reflexes.

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Zak's Word Games (Longman/Pearson):
Shooting gallery game with moving targets (letters and flash card illustrations). Learner first "shoots" a letter then attempts to shoot the corresponding flash card picture as it moves across the screen. The shooting action, performed with arrow keys and mouse, requires eye-hand co-ordination and manual dexterity.

Some English language programs also propose games that have no language learning focus at all, but help to provide variety, reduce the cognitive load and, possibly, to develop general cognitive and motor abilities. Sometimes these games are offered as "rewards" for the successful completion of language-learning activities, so as to increase motivation, or as introductory warm-ups that stimulate curiosity (in some cases these games may also prove useful for exercising different types of "intelligence"  - see Gardner's theory of Multiple Intelligences). 

Magic Spell (Nicola Milano): form recognition game. Position the green shapes in the appropriate parts of the  pictures.

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Kiddy English (Mediaport):
"shooting gallery" video game: shoot the falling hearts.

Sometimes the whole program is presented as a game: the learner follows an itinerary and along the way encounters a series of challenges to complete, or information to gather, so as to complete the game cycle.

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Zak's Word Games (Longman - Pearson) a series of word games presented in the form of a fantasy quest. To help Zak return to his home planet, the learner must complete all three levels of the game cycle.

Interactive English Junior (De Agostini):
Program theme
The program is presented as a narrative - a journey in the company of Leo and his band of friends in search of Leo's sister, who has mysteriously disappeared.

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Interactive English Junior (De Agostini):
Game structure
As the learner completes activities and proceeds along the itinerary, he/she is presented with a series of clues that form a trail leading to Leo's sister.